Questions tagged [gpu]

Questions related to the massively parallel computing units targeting effective computer graphics in modern machines.

24 questions with no upvoted or accepted answers
Filter by
Sorted by
Tagged with
5 votes
0 answers
409 views

CUDA cuMemcpuHtoD vs cuMemcpy2D

Asking it here and not on SO as it seems to be appropriate question for CG. I am learning NVIDIA NVENC API.The SDK supplies a sampled called "NvEncoderCudaInterop" .There is a chunk of code which ...
Michael IV's user avatar
3 votes
0 answers
123 views

What techniques are used to build ray intersection acceleration structures on the GPU?

What improvements and alternatives have been developed since HLBVH was introduced in the 2010 paper HLBVH: Hierarcihcal LBVH Construction for Real-Time Ray Tracing of Dynamic Geometry by J. Pantaleoni ...
user avatar
3 votes
0 answers
406 views

Is Nvidia's delta color compression supported in CUDA, or with DirectX UAVs?

Nvidia discusses their lossless delta color compression is on its fourth generation in Pascal, and that it transparently saves bandwidth behind the scenes for rendering workloads. AMD has a similar ...
GroverManheim's user avatar
3 votes
0 answers
85 views

What is a good algorithm, and framework, to calculate centres of gravity or mass (cog)?

I'd like to take an photograph, subdivide it into a tesselation, either of squares, or (ideally), hexagons, and then find the centre of gravity (or, if you prefer, centre of mass) of each cell of the ...
Peter Brooks's user avatar
2 votes
0 answers
27 views

Visualizing auras around clusters of points

For a real-time application I am trying to add glow to a few hundred points. These points are more like 2D circles of various small sizes on the screen. These points are supposed to be like balls of ...
CalebK's user avatar
  • 243
2 votes
0 answers
29 views

Should I use common resource bindings across all my shaders in HLSL/D3D12?

Will unaccessed bindings consume cache or bandwidth? I want to improve cache usage by splitting the per-path information in my renderer across different resources, but I also want to keep my binding ...
Paul Ferris's user avatar
2 votes
0 answers
248 views

Using GPU instead of CPU in Scala

I wrote a program that displays points expressed in 3D in a 2D canvas, using perspective projection. The aim is to display a cube. Each face of the cube is drawn by linearly interpolating the points ...
JarsOfJam-Scheduler's user avatar
1 vote
0 answers
32 views

What motherboard spec should i look for using 4 displays

I am not sure if i am on the right forum. Let me know where to go if i'm wrong. I have an ASUS mATX motherboard H110M2 and PNY Quardro P620. Initially I put it into a mini tower which only had a 450W ...
Hoy Cheung's user avatar
1 vote
0 answers
107 views

GL_OUT_OF_MEMORY Error when glDispatchCompute takes longer

I built a simple Ray Tracer which takes use of OpenGL's Compute Shader and traces ".obj" Files. The results are passed to the Host-Program via glMapBufferRange after finishing computing. ...
herrmutig's user avatar
1 vote
0 answers
81 views

Evenly distributed point cloud for a grass renderer on a sphere

I'm trying to add some details like grass, rocks, trees, etc. to my little procedurally-generated planet. The meshes for the terrain are created from a spherified cube which is split in chunks (...
Trap's user avatar
  • 123
1 vote
0 answers
161 views

How do modern GPUs handle branching instructions in shader code?

It has often been recommended to avoid branching conditions in shaders. Why? What happens exactly in modern GPUs in that case? Is it still recommended to avoid branching?
wip's user avatar
  • 1,851
1 vote
0 answers
100 views

Efficient operations on polyhedra

I currently perform several operations on polyhedra with cgal. These operations include Union of two or more polyhedra Difference of two or more polyhedra Intersection of two or more polyhedra ...
Ctx's user avatar
  • 21
1 vote
0 answers
1k views

YUV (NV12) Chroma subsampling while converting from RGB image

I convert RGB input to YUV 420 semi-planar output using compute shader.Luma plane is straightforward as it maps 1:1 with RGB dimensions. As we know, NV12 packs Cb and Cr into one plane, which means ...
Michael IV's user avatar
0 votes
0 answers
33 views

AMD GPU specific triangles disappearing by subsequent draw calls in same frame

we have a Windows/DirectX11 2D Renderer that paints textured triangles to the screen from back to front. There is no face-culling or depth test activated. Now on AMD GPUs it happens randomly that an ...
user20154's user avatar
0 votes
0 answers
49 views

"Smoothing out" raymarched reflections

I am writing a program to display 3-dimensional lattices (honeycombs) using raymarching and reflections. I made a simple cubic honeycomb to start. The usual method is to use a repetition operator, by ...
zenzicubic's user avatar
0 votes
0 answers
60 views

How many rays can one RT core calculate simultaneously?

I have noticed that all GeForce RTX cards, without exception, have an equal number of RT cores as they have streaming multiprocessors (SM). From this fact I assume that each RT core is associated with ...
Warp's user avatar
  • 101
0 votes
0 answers
39 views

Why use buffer streaming instead of collecting data on CPU and uploading to GPU all at once

Say I have a couple of meshes that I want to reupload to GPU for each frame. I can do this by generating a single array from all the meshes on CPU and then uploading to GPU (ex with ...
Lenny White's user avatar
0 votes
0 answers
54 views

How to compute a GPU's theoretical GFLOPs based on its specs?

I was looking at the specs of this GPU in particular, and tried to compute its theoretical GFLOPs based on more basic specs, such as clock frequency and number of CUDA cores. My first thought was: ...
user56834's user avatar
  • 111
0 votes
0 answers
111 views

Inter-Process communication in compute shaders

How do I write a code to facilitate common shared memory for communication between multiple shaders as well as processes within them in python?
Ravindra's user avatar
0 votes
0 answers
88 views

GPU accelerated 2D graphics library with signed distance functions

I want to create my own 2D graphics library using signed distance functions where everything is drawn on the GPU. Browsing the web I quickly found Inigo Quilez website that describes how to draw basic ...
Nils's user avatar
  • 101
0 votes
0 answers
334 views

Queue from a family queue that supports presentation doesn't work [Vulkan]

I'm following this tutorial on Vulkan and I tried to see if it actually worked with different queues for drawing and presenting the image of the triangle. My GPU supports presentation with every queue ...
E.s's user avatar
  • 9
0 votes
0 answers
246 views

After making any 3D model using Opengl how to export it's data in .dae file?

I'm trying to make simple 3d modeling program in c++ with Opengl. So I don't know how to transfer/convert/export or save data of 3D model in .dae file. NOTE:- 3d model is made using Opengl ...
Vinayak Thube's user avatar
0 votes
0 answers
210 views

Software Rendering Display Latency

I've been doing some reading as to how to reduce input delay on modern computing devices. A lot of my understanding from this comes from the VR research paper by Carmack explaining the numerous ...
MiloticMaster's user avatar
0 votes
0 answers
85 views

Image cleaning - removing all regular shapes ( circles, squares, text, icons etc. )

I'd like an automatic method to clean images. I've been looking at the GIMP, and its command line (cli) interface, in scheme / lisp. It looks very promising, but I'm a complete novice, so I'd be ...
Peter Brooks's user avatar